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Author Topic: Neat and potentially useful card interactions  (Read 504376 times)

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Watno

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Re: Neat and potentially useful card interactions
« Reply #975 on: February 12, 2017, 07:52:41 pm »
+9

Too bad the combo isn't potentially useful any more if you add another card to it.
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Skumpy

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Re: Neat and potentially useful card interactions
« Reply #976 on: February 13, 2017, 04:07:44 am »
+1

Keep + Black Market

Keep adds extra incentive to buy that Venture or Harem you stumble upon in the Black Market deck.

In contrast to trying to remember how many more silvers/coppers you have than your opponent in the endgame, picking up a treasure from the Black Market gives you 5 quick VP you (usually) don't need to worry about losing.

Related: Keep + Humble Castle, as posted above by Erick.
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #977 on: February 13, 2017, 06:25:23 am »
+2

Too bad the combo isn't potentially useful any more if you add another card to it.

It is potentially useful, because you don't have to add another card to it. But there are going to be 8 other kingdom cards and sometimes Events or Landmarks in addition to the combo though, and since it's probably the best strategy on the board every time, it's good to know which cards could be relevant and which cards couldn't.
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Re: Neat and potentially useful card interactions
« Reply #978 on: February 13, 2017, 08:01:53 am »
+6

Too bad the combo isn't potentially useful any more if you add another card to it.

It is potentially useful, because you don't have to add another card to it. But there are going to be 8 other kingdom cards and sometimes Events or Landmarks in addition to the combo though, and since it's probably the best strategy on the board every time, it's good to know which cards could be relevant and which cards couldn't.

Sorry guys; we had it all wrong! It turns out the objective standard for an interaction being posted on this thread is if Awaclus likes enough to ignore a rule he decides to rigidly enforce on every combo he doesn't like.

Aren't we all having fun this way? Isn't FDS a better place because of this?
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #979 on: February 13, 2017, 09:29:52 am »
0

Sorry guys; we had it all wrong! It turns out the objective standard for an interaction being posted on this thread is if Awaclus likes enough to ignore a rule he decides to rigidly enforce on every combo he doesn't like.

Aren't we all having fun this way? Isn't FDS a better place because of this?

Did you even read the post you were replying to?

Interaction that requires 2 cards -> potentially useful
Interaction that requires 3 cards -> not potentially useful

Lurker/Hunting Grounds is the former.
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Chris is me

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Re: Neat and potentially useful card interactions
« Reply #980 on: February 13, 2017, 10:28:26 am »
0

Sorry guys; we had it all wrong! It turns out the objective standard for an interaction being posted on this thread is if Awaclus likes enough to ignore a rule he decides to rigidly enforce on every combo he doesn't like.

Aren't we all having fun this way? Isn't FDS a better place because of this?

Did you even read the post you were replying to?

Interaction that requires 2 cards -> potentially useful
Interaction that requires 3 cards -> not potentially useful

Lurker/Hunting Grounds is the former.

You've yelled the same criticisms at interactions that worked with only two of the mentioned cards as soon as people start discussing more than two of them. At least be vaguely consistent if you're going to rigidly police content like this.

I mean, we would really all prefer you just not, honestly, but whatever.
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Awaclus

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Re: Neat and potentially useful card interactions
« Reply #981 on: February 13, 2017, 10:49:13 am »
0

You've yelled the same criticisms at interactions that worked with only two of the mentioned cards as soon as people start discussing more than two of them.

That's interesting, this is the first time I'm hearing about that. When exactly did that happen?
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markusin

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Re: Neat and potentially useful card interactions
« Reply #982 on: February 13, 2017, 11:21:46 am »
0

What constitutes a "potentially useful" interaction can't be too rigid. There are cases where in the average case a 2-card combo/synergy is really strong but depending on the board it might not be useful after all.

Say, Quarry/Stonemason is quite crazy, unless there are no Action cards other than Stonemason in the supply or at least no cards you care to have in multiples. Similarly, Quarry/Talisman is weak in those same situations. We can't assume extreme (1%-5%?) supply composition cases for this thread or we won't get anywhere.

For Lurker + Hunting Grounds in particular, I think it is fine to consider it valid here because the pure Lurker + Hunting Grounds combo/synergy is already so strong. Or so I assume. Is the pure 2-card rush favoured vs. big money?

Any talk of synergies to improve Lurker + Hunting Grounds that is more than a line or two definitely doesn't belong in this thread though, going by the "potentially useful" condition. A separate topic could be made for that.
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faust

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Re: Neat and potentially useful card interactions
« Reply #983 on: February 13, 2017, 11:27:19 am »
+2

Any talk of synergies to improve Lurker + Hunting Grounds that is more than a line or two definitely doesn't belong in this thread though, going by the "potentially useful" condition. A separate topic could be made for that.
On the other hand, it is no problem if a thread about card interactions contains more posts about the definition of "neat and potentially useful" than actual discussion of card interactions, and there is no need to separate that in a different thread.
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markusin

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Re: Neat and potentially useful card interactions
« Reply #984 on: February 13, 2017, 11:50:04 am »
0

Any talk of synergies to improve Lurker + Hunting Grounds that is more than a line or two definitely doesn't belong in this thread though, going by the "potentially useful" condition. A separate topic could be made for that.
On the other hand, it is no problem if a thread about card interactions contains more posts about the definition of "neat and potentially useful" than actual discussion of card interactions, and there is no need to separate that in a different thread.

"Need"? No.
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Miked

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Re: Neat and potentially useful card interactions
« Reply #985 on: February 13, 2017, 12:25:00 pm »
+1

Villa + Pilgrimage
This had probably been mentioned somewhere before but gaining 2 extra cards along with your Villa can be nice if you can play them on the same turn.
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trivialknot

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Re: Neat and potentially useful card interactions
« Reply #986 on: February 13, 2017, 12:27:09 pm »
+3

Neat and potentially useful card interactions:

Neat card interaction:
Save / Caravan Guard - You can save your Caravan Guard repeatedly so that you're always ready to react to an attack!

Potentially useful card interaction:
Moat / Witch - You can block Witch with a Moat!
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Skumpy

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Re: Neat and potentially useful card interactions
« Reply #987 on: February 13, 2017, 02:11:48 pm »
+1

Potentially useful card interaction:
Moat / Witch - You can block Witch with a Moat!

Can someone put together an article for this one? It sounds really potentially useful.
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Mic Qsenoch

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Re: Neat and potentially useful card interactions
« Reply #988 on: February 13, 2017, 02:30:32 pm »
+1

Potentially useful card interaction:
Moat / Witch - You can block Witch with a Moat!

Can someone put together an article for this one? It sounds really potentially useful.

An important trick is to skip Witch yourself, that way your Moat has more chances to be useful.
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Re: Neat and potentially useful card interactions
« Reply #989 on: February 13, 2017, 02:45:46 pm »
+2

Raid + Tower.  This likely only works well if it's mostly uncontested, but it's a net 30+ points if you can get that pile emptied... which is easy to do with Raid.
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Re: Neat and potentially useful card interactions
« Reply #990 on: February 13, 2017, 02:55:00 pm »
+14

Guys, I just noticed the OP specifically asks for interactions between two cards. I'm sorry, but this means you need to stop posting those Event- and Landmark combos.
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Marcory

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Re: Neat and potentially useful card interactions
« Reply #991 on: February 13, 2017, 07:09:46 pm »
+9

Guys, I just noticed the OP specifically asks for interactions between two cards. I'm sorry, but this means you need to stop posting those Event- and Landmark combos.

Ace of Spades-Ace of Hearts is an awesome Texas Hold'Em hand.
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werothegreat

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Re: Neat and potentially useful card interactions
« Reply #992 on: February 14, 2017, 11:53:16 am »
+3

Ferry/Cultist is horrifying
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Re: Neat and potentially useful card interactions
« Reply #993 on: February 14, 2017, 12:56:12 pm »
+5

Guys, I just noticed the OP specifically asks for interactions between two cards. I'm sorry, but this means you need to stop posting those Event- and Landmark combos.

Ace of Spades-Ace of Hearts is an awesome Texas Hold'Em hand.
Yeah but that would NEVER happen.  Jeez why are you even talking about this.   ;D
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Re: Neat and potentially useful card interactions
« Reply #994 on: February 14, 2017, 02:04:28 pm »
+1

Ferry/Cultist is horrifying

And then you can Seaway it!

(please don't argue about me adding a third card)
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Re: Neat and potentially useful card interactions
« Reply #995 on: February 14, 2017, 02:05:20 pm »
+5

Ferry/Cultist is horrifying

And then you can Seaway it!

(please don't argue about me adding a third card)

We can't argue, since it's an Event.
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Titandrake

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Re: Neat and potentially useful card interactions
« Reply #996 on: February 15, 2017, 02:31:15 am »
+5

Trader in hand turns Traveling Fair into a Delve whose Silver you can topdeck.
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Re: Neat and potentially useful card interactions
« Reply #997 on: February 15, 2017, 04:44:15 pm »
+2

Trader in hand turns Traveling Fair into a Delve whose Silver you can topdeck.

Trader, Traveling Fair, and Silver? That's a three-card combo. No Go. After all, who hasn't played a kingdom where some doofus forgot to bring the base cards to game night?
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Re: Neat and potentially useful card interactions
« Reply #998 on: February 15, 2017, 05:51:37 pm »
+6

Hmm,
Treasure Map, Graverobber, Village
If your tmaps miss, but you collide this combo, play it anyways and then gain it back from the trash, topdecking it for another shot!
Also works:
Treasure Map, Lurker, Watchtower
For this one it's easier to keep one map in the trash (from lurker maybe), then when the time is right, fish it out and topeck it! What's even better is, when you collide the maps, you can use watchtower to topdeck the golds.

Apprentice, Rogue, Native Village
Here's the scenario: You're playng a thin engine that's started to green, so you decided to to hammer the Duchy pile. You can't take much more green or you'll start to choke, but fortunately there is NV pseudo-trash. So you apprentice your duchies, helping you draw your deck even with added green, then rogue them back to your discard pile to stash away on the NV mat. It's criticall we use apprentice as the tfb here as it needss to be nonterminal: using a terminal trasher would take too much terminal space and hinder the viability of this combo.
« Last Edit: February 15, 2017, 06:08:14 pm by tailred »
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Deadlock39

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Re: Neat and potentially useful card interactions
« Reply #999 on: February 15, 2017, 06:52:26 pm »
+10

when you collide the maps, you can use watchtower to topdeck the golds.

Not sure if trolling...
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